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Solved Leadership and fleet sizes

Ah, thats a clever way of doing it. Making it a prisoner :D

This version works fine with one small problem. If the current captain of the ship I'm trying to assign a new officer to has high leadership then I the prompt for every officer in my party.

It works fine if the ship has no captain or the current captain has low leadership though.
 
could it be because your own leadership is to low to command a fleet and thats why its causing the prompt?
 
These should make it clearer.

In cases where the prompt is present I am transferring the one in the middle.

My characters leadership is 3.

Edit: I forgot to mention... The number is their leadership :)
 

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yeah this is right. you need 5 leadership to command a fleet. cause you trade your first mate away you wont have 5 leadership on your ship anymore. so any transfer you do afterward will trigger the prompt because you wont have enough leadership.

I know a way of fixing this. I should check the leadership before and after I set the one to prissoner. if they are the same then the prompt shouldn't be shown.
I will try to do that tomorrow and upload a new version.
 
Okay,

I think this should fix all the issues then.

\PROGRAM\INTERFACE\transfer_characters.c
 

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Nope, I'm still getting the prompt for everyone once the first mate is the captain. :(

Sorry I took a little while in testing that one.
 
which prompt do you get?
"By assigning this officer you wont have enough leadership on your ship anymore. Assign anyway?"
or
"By assigning this officer you wont have enough leadership to command a fleet anymore. Assign anyway?"
 
I get "By assigning this officer you wont have enough leadership on your ship anymore. Assign anyway?" when the problem occurs. I almost didn't realise they were different.
 
yeah thats possible. You can't sail your ship if you assign the first mate because your leadership or sailing is to low so it will give that prompt every time you move a officer.
I might be able to do a double check there also. If you where already unable you won't get the prompt. If something changes in the state you will get the prompt. Will take a look at this tomorrow or so.
 
There is another issue with allocating captains and officers - in earlier versions of the game you used to be able to allocate additional officers to your companion ship and their skills sets added to the allocated captain's to give an overall improvement to the skills of the allocated captain in a similar manner to your ship (overall skills on the ship stats screen shows the combination of yours and your officer's skills).
Also, the luck skill on the players combined screen is not enhanced by a high luck skill on any of the allotted officers.

I believe that you should be able to allocate any officer as a captain on a companion ship, with the warning of course, as this would be realistic, however if you do not have the skills to command a fleet the skill penalty is appropriate and the chance that you would loose the companion ship and your office would be increased - I have noted that there has been mutiny on my companion ships in the current Beta 3 - even in the Animists quest in the standard storyline -the Montinez ship I saved at Barbados mutinied and attacked me on the way back to San Juan - I just went to San Juan and the quest continued.
 
I believe the things you said do work already. We do need to fix the fact that companion ships from quests etc don't have a mutiny agains you (this happens because the captain is auto generated and often doesn't have high skills).

I believe luck isn't contributing because its a personal skill. The fact a officer has more luck then you shouldn't affect YOUR actions. But it might affect the ship indeed, so maybe they should contribute to the ship.
I believe assigning extra officers to a ship does make theire skills contribute but I dont know for sure. Have to look into that.
 
Officers on companion ships was a feature that never was properly finished, if I recall.
It may be half-working, but definitely doesn't work right.

Luck would be much better if it were changed to relate only to "Sneak" affairs like originally intended.
It never did make much sense to me that you can increase your actual luck. That should be purely random!

At the moment, quest officers are NOT exempt from the Companion Mutiny code, because technically that would be a bit of a cheat.
What was the morale on the Montanez and what was the reputation of her captain compared to your own?
Those are the main factors that trigger a companion mutiny.
 
Are you saying a ship from a merchant escort mission can mutiny? Do ships that mutiny become pirates or an independent faction? I haven't experienced a mutiny yet...
 
Officers on companion ships was a feature that never was properly finished, if I recall.
It may be half-working, but definitely doesn't work right.

Luck would be much better if it were changed to relate only to "Sneak" affairs like originally intended.
It never did make much sense to me that you can increase your actual luck. That should be purely random!

At the moment, quest officers are NOT exempt from the Companion Mutiny code, because technically that would be a bit of a cheat.
What was the morale on the Montanez and what was the reputation of her captain compared to your own?
Those are the main factors that trigger a companion mutiny.
I think this is the same problem as with the merchant ship for the convoy quest. so it would need the same fix.
 
Are you saying a ship from a merchant escort mission can mutiny?
Technically, yes. We had some problems with that before because their captain's reputation was 100% random.
I changed it so that it bases the captain's reputation on the player reputation. With a much smaller gap between player and companion reputation, that greatly reduces the morale hit on those ships.
It isn't impossible for such a mutiny to occur, but I you'll have a hard time triggering it now.

Do ships that mutiny become pirates or an independent faction?
They'll hoist a flag hostile to yourself, usually pirate. They are moved to the "MUTINEERS" AI group.
 
Pieter,
The officers on companion ship did work as far as the display of the skill levels on the companion captain screen - this was way back early in the build 13 process - don't know if it had much effect on companion ship performance but I do recall I used to put multiple officers on each companion ship and this seemed to be better than not doing it.

The captain of the Montanez is a Quest captain but had leadership of 1 and the crew morale was "awful". Played the rescue again and the crew did mutiny but it was "scotched".

Hope this helps.
 
The officer skill system has been completely rewritten after Build 13. It may have worked before, but now I'm not so sure. Would have to be checked, I think.

Does the Montanez' morale remain that low? Or is that an effect of the battle?
I wonder if we can delay the mutinies for a few days after a ship has been captured so that morale has a chance to increase again.

Otherwise a particularly harsh battle could give you a captured ship with really bad morale and they'd mutiny as soon as you go onto the worldmap.
That wouldn't make much sense, really.
 
Sorry Pieter, don't have build 13 anymore and I didn't note if the morale changed on the trip back.

Possibly it should be noted in the FAQ or game tips that you should check the crew status after capturing a ship and paying to upgrade morale - this would be realistic as a captured crew would not normally be sympathetic to a new commander without some incentive. This would result in no changes required to the programming as well.
 
That's true. I still have to update the FAQ for Beta 3. Ugh. So much to do. :modding
 
Tought about it some more but I keep it the way it is. Else you might miss things. You will always get the prompt if you can't sail the ship.

I will take a look for the companions on a ship later.
 
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